Secondary effect (no ontology)
From Mazeworld
A secondary effect is a temporary or semi-permanent effect, which may be positive (A buff) or negative (an ailment). It is the result of consuming certain foods, meds or drugs, while wearing specific clothes, or under other effects, such as a backpack overload.
This page will list the secondary effects available, and what they do.
Similar effects coming from the same source will extend in length, while similar effects coming from different sources will overlap.
- For example, consuming two cups of green tea, which increase Strength by 10% for 5 turns, will result in Strength +10% for 10 turns.
- Consuming a cup of green tea and a cup of black tea, the latter of which increases Strength by 10% but for 8 turns, will result in Strength+20% for the 5 first turns, and +10% for the following three, as the effects of both will be active and those of green tea will expire first.
Accuracy
Accuracy-related effects affect the ability to fight with any weapon and land shots where needed. It involves the Failure threshold.
- Reduced accuracy causes the contestant to have a greater failure threshold. Depending on the severity of the effect, the threshold may be of different sizes (from 3-6 to as high as 3-11).
- Increased accuracy is the inverse, it causes the contestant to have a smaller failure threshold. Again, depending on the severity of the effect, the threshold may attain different sizes (from 3-4 to 3-3).
- Blindness occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through environmental blindness like in black rooms) or permanently (if the eyes have been destroyed). Combat becomes near-impossible as the FT is permanently set to 3-10 and is unmodifiable until blindness is cured (if it is possible).
NOTE: Typically, if there is only one instance of one of the effects, it is simply written as "Increased/Reduced accuracy" and affects the threshold by 1.
If there are multiple instances (for cases of stronger effects, for example), it will be typically written "Increased/Reduced accuracy xA, where A is a number, determining the modifier on the Failure Threshold. (For example: Reduced accuracy x3 causes the Failure Threshold to go up by 3, resulting, if no other effects are suffered, in a FT of 3-8.)
Body-affecting
Conditions affecting the body of the targeted in general.
- Nausea affects the contestant by making him/her feel sickly. At the beginning of every of the contestant's turns, he/she has a 20% chance of automatically throwing up, canceling any action planned at that point, as an automatic bodily response. This can be quite problematic during fights.
- Hangover is the state in which the contestant is in after passing out from excessive inebriation. This state decreases strength and accuracy, and lasts 10 turns.
- Laxative foods are food items causing the contestant to automatically feel the need to urinate or defecate 5 turns after consumption. 5 turns after the need itself is felt, if the contestant doesn't go out of his or her way to relieve himself/herself, the body is unable to contain it any longer and will cancel any action the contestant has intended in order to do the deed, which may lead to awkward or even dangerous situations.
- Narcotic dampening affects female contestants who consumed morphine. In addition to its strength-decreasing effects, morphine provides drastic pain suppression, allowing a contestant to survive giving birth if the Pregnancy meter has been enabled. Narcotic dampening does not occur if this meter is not enabled yet.
Clothing style
Clothing style-related effects are related to clothing styles and disguises.
- Protective headgear protects the user from potentially deadly attacks aimed at the head (and, if the piece of clothing allows it, the face). When a Sharp-type, Piercing-type or Bullet-type attack is aimed at the HEAD body group of a target (contestant or enemy) wearing ballistic protective headgear, the 5x multiplier on headshots is negated, and the damage received is the normal amount (1x) instead).
- Disguising as another NPC can be performed by wearing exactly the same clothes as them, and sometimes the same equipment.
- List of disguises possible: Maze Guard, Maze Soldier, Death Faction Soldier, Scientist, Ninja, Engineer, Samurai warrior, Medieval knight, Shrine maiden, Prisoner, Archaeologist, Maid, Butler, Student.
- Wearing classy clothing increase the contestant's credibility, and make most non-hostile NPCs nicer to you. This is the only effect it does, though.
- Wearing any of the following clothing increase your "classiness": Fedora, Evening dress, Formal skirt, Tuxedo with shirt, Trousers for tuxedo, Leather shoes, High-heeled shoes
- Immunity to gases allows the wearer of appropriate clothes to be unaffected by gas-based hazards: M18 smoke grenades, M7A3 tear gas grenades chlorine bombs, and all gas traps.
- Fire-retardant clothing allows the wearer to be immune to all FIRE-type attacks, and prevents being set on fire.
- Bullet-proof clothing makes the affected piece of clothing to not suffer damage from Bullet-type attacks. The only exception to this is if the incoming bullet is armor-piercing.
- Lacking clothing DECREASE the contestant's credibility, which will have ALL NPCs make fun of, or otherwise generally disrespect him/her. This is the only effect it does, though.
- This effect will occur if: As a technical male, no clothing covering the genitals. As a technical female, no clothing covering the breasts and/or genitals.
- It is unlawful and Maze Guards will attempt arresting for indecent exposure.
- This will also reveal the real gender of a contestant, which may make certain disguises ineffective.
- Bad breath decreases slightly the contestant's credibility, which will have ALL NPCs treat the contestant with a bit less respect than they would. It's less harsh than Lacking clothing, however.
- NOTE: There is a running joke about the food items that give this secondary effect; they are known as "Socially Awkward Dishes", or SAD. This has led said food items to be called "SAD things".
- NOTE 2: Bad breath can be instantly cleared by drinking a bottle of mineral water.
- The contestant is able to obtain a Vital Heads-Up Display when wearing a HEV Suit, HEV Helmet or both. It allows the contestant to have detailed information about all of his/her statistics, including equipment, instead on having to rely on feelings. It is unable to identify unknown meds, drugs or gems, however.
- Face concealment occurs when the contestant wears a balaclava, a full-face helmet, a gas mask, a HEV Helmet, Medieval helmet, or a Samurai helmet. It prevents the user from being formally identified in the case he/she commits a punishable offense, although the wearer's description will be noted.
Elemental
- Being on fire is caused by all SPECIAL-type damage inducing fire. It causes extra damage per turn, at a rate of +5% /turn, due to persistent fire burning on the skin or the body of the target, be it the contestant's or an encounter's. For contestants, this effectively negates Pain regeneration every turn. Fire never times out unless the victim attempts rolling on the ground to put off the fire. Attempting to put out the fire is possible; it takes one turn to stop, drop, and roll, which will put it out immediately. It will however, waste the turn if it was done during combat.
- Stunning happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, preventing it from doing anything (attacking, etc), and giving a free shot to the aggressor. After the end of the turn, the victim is freed from stunning and immune for one turn to stunning, to prevent the phenomenon known as "stun abuse" or "taze abuse". Example:
- Turn 1, Soldier stuns Kappa with Taser. Kappa cannot retaliate, being stunned.
- Turn 2, Soldier now attacks Kappa with another weapon, BUT can't stun him more. If Kappa isn't dead from the attack, Kappa now snaps out of stunning and can retaliate as normal.
- Subsequent turns: Rinse and repeat.
- Frost attacks are caused by all SPECIAL-type damage inducing cold. They may cause various kinds of damage to the victim's equipment, particularly the weapons. When the victim is hit by a frostblast or similar attack, a d100 is rolled:
- 1 to 10: Nothing happens.
- 11 to 40: One of the victim's firearms is covered in frost and is completely impossible to fire until the frost is broken away from the gun (Takes 1 full turn to remove the frost.)
- 41 to 70: One of the victim's equipped weapons sees one of its accessories shatter in pieces. If it was an accessory that held ammunition somehow, said ammunition falls on the floor.
- 71 to 90: Same as above, but the weapon is also imprisoned in an ice cube, which will last 1d6 turns before thawing.
- 91 to 100: Same as above, but ALL accessories are shattered, and the weapon itself is "ice-cubed" for 2d6 turns before thawing.
- After-shock can be caused by all SPECIAL-type damage inducing electricity. When the victim is hit by an electric shock or similar attack, there is a 20% chance to suffer from after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and making Failure Threshold increase by 2 for 1d6 turns.
- Water-fill can be caused by all SPECIAL-type damage inducing water. When the victim is hit by a scalding blast or another attack involving water, the last weapon used by the victim will be completely soaked in water as well. If this weapon is a firearm, it is affected with water-fill for 2 turns. The following effects are applied: all failed rolls with this weapon are treated as being critical failures. All critical failures result in the weapon exploding, causing 25% EXPLOSION-type Pain and propelling 1d4 shrapnel to every encounter on the victim's side, victim itself included.
- Acid degradation can be caused by all SPECIAL-type damage incuding acid. When the victim is hit by an acid attack, the affected piece of clothing or armor loses 1.5 units of damage instead of only 1.
Libido
Libido-related effects affect the sexual behavior of the contestant.
- Increased libido causes the contestant to basically become horny. At the beginning of every of the contestant's turns, he/she has a 25% chance to automatically cancel anything they planned to do, instead resulting in them pleasuring themselves as an automatic bodily response.
- NOTE: If this happens while facing a perverted encounter, the enemy will IMMEDIATELY take advantage of the contestant's horniness, ending the fight and resulting in an automatic sexual encounter.
Mind and psyche
Mind-related effects affect the mental and inner senses of the contestant.
- Increased alertness has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert that will have the contestant be on the lookout for traps. Should a trap (except gas traps), detected or not, be triggered, the contestant will automatically deflect or avoid it with zero chances of failure.
- Hallucinations has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.
- Steroid rage occurs when the contestant consumes steroids. It causes the user to be uncontrollably angry and violent, rendering him/her to be unable to comply to peaceful demands, or intentionally create anger-powered chaos around himself/herself. It has no other effects otherwise.
- Forgetfulness causes the user to have a 30% chance to forget what he/she is about to do, during combat, at every turn. The d100 is rolled after the player decided to do something while in combat, and if he/she had to, rolled a 2d6. If the roll is failed, any action attempted will be forgotten by the contestant, ending the turn prematurely and wasting it.
Pain sensitivity
Pain sensitivity is, as the name implies, related to the contestant's ability to withstand Pain.
- Increased Pain sensitivity causes the contestant to be more sensitive to damage received; it increases by 10% all Pain received.
- Decreased Pain sensitivity causes the contestant to be less sensitive to damage received; it decreases by 10% all Pain received.
- Negated Pain sensitivity causes the contestant to be immune to Pain, often for a short period of time; it decreases by 100% all Pain received.
Strength
Strength-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance.
- Reduced strength causes the contestant to deal 10% less damage with melee attacks.
- Increased strength causes the contestant to deal 10% more damage with melee attacks.
- Overloaded backpack causes the contestant to lose the first-turn advantage, which makes his/her enemies during fights attack first. Having an overloaded backpack reduces strength by 10% as well.
Weapons
Weapon-related effects are triggered by specific weapon behavior.
- A Deadly critical weapon, is a weapon capable of performing an instant-kill move if a 12 is scored, regardless of the damage it would actually cause.